Dear FD, DX12 please?

IMO, the best thing that could happen to ED and VR is to port the game to DX12. Could be wrong but, something has to be done or there's no way ED will meet the minimum specs required for the soon to release VR offerings. While a 970 will do ok(ish) on minimum settings, it will NOT for Horizons.
 
Agreed on DX12. I imagine that is on the list...might even be getting priority now that we see how taxing Horizons can be for some systems.

However, I do think VR tech is a bit ahead of the GPU tech to support it. IMO, it would have made a lot more sense to release Rift and Vive at the end of 2016 to beginning of 2017 when the next gen of cards is out with their tiny efficient new architectures.
 
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I'd rather official CV1 support, timewarp & VR SLI support before DX12 is even considered. Hell, I think I'd prefer to see meaningful content released to add more depth to the game before DX12 support.
 
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Agreed, proprietary stuff on PC hardware designed to cripple your competitors is not only unethical, it should be downright illegal.
 
Certainly don't want any gameworks myself.

Sorry, I should have included the AMD equivalent - Liquid VR - in my post as well. It was an oversight on my part, I just forget about them, as they are for the most part, forgettable, unless you are on a budget ;) I certainly had no intention or motive to imply that FDEV should favor one over the other, I think you just read into it a little to deep.

I have edited my post accordingly.
 
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IMO, the best thing that could happen to ED and VR is to port the game to DX12. Could be wrong but, something has to be done or there's no way ED will meet the minimum specs required for the soon to release VR offerings. While a 970 will do ok(ish) on minimum settings, it will NOT for Horizons.
They are working on it last I checked, and remember while DX12 _sounds_ and is in _theory_ great, those are two big things that needs to be remembered, takes a bit with new api's before they are figured out properly and they live up to their potential.
So yeah, right now it would likely have worse performance then DX11, they are working on it though.

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I'd rather official CV1 support, timewarp & VR SLI support before DX12 is even considered. Hell, I think I'd prefer to see meaningful content released to add more depth to the game before DX12 support.
Time warp? elaborate?
 
Time warp? elaborate?

It allows you to go forward in time, and pick winning lottery numbers so you can afford a Titan X.

Either that, or he's talking about "Asynchronous Time Warp" which "fills in" missing frames when the renderer can't keep up by warping the previously used frame to match your head movement faking a new frame. I think. Apparently, there's regular time warp and async time warp.

[video=youtube;2OaxeNDkHCQ]http://www.youtube.com/watch?v=2OaxeNDkHCQ[/video]
 
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It allows you to go forward in time, and pick winning lottery numbers so you can afford a Titan X.

Either that, or he's talking about "Asynchronous Time Warp" which "fills in" missing frames when the renderer can't keep up by warping the previously used frame to match your head movement faking a new frame. I think. Apparently, there's regular time warp and async time warp.

http://www.youtube.com/watch?v=2OaxeNDkHCQ

Soda is correct, FlyInside uses it very effectively in FSX, Elite would benefit greatly from it. It's not a fix for low frames but it makes the end users experience much more palatable when frame drops occur.
 
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It allows you to go forward in time, and pick winning lottery numbers so you can afford a Titan X.

Either that, or he's talking about "Asynchronous Time Warp" which "fills in" missing frames when the renderer can't keep up by warping the previously used frame to match your head movement faking a new frame. I think. Apparently, there's regular time warp and async time warp.

http://www.youtube.com/watch?v=2OaxeNDkHCQ
Oh now that's clever, very clever.
Wonder how it turns out in practice though that's the key, there's a few technologies similar to this, take the some SSAO's and their "halo" problem, but if they can get this right that would be cool.
 

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Don't quote me but I seem to remember something was said about DX12 in the future by David...

Might be my failing old brain though.
 
Sorry, I should have included the AMD equivalent - Liquid VR - in my post as well. It was an oversight on my part, I just forget about them, as they are for the most part, forgettable, unless you are on a budget ;) I certainly had no intention or motive to imply that FDEV should favor one over the other, I think you just read into it a little to deep.

I have edited my post accordingly.

Liquid VR is not the equivalent of gameworks, gameworks is a set of effects that pretty much slows down the game so much it's not worth using whether you have AMD or Nvidia. I have used both hardware and not had any major problems with either. At the moment I have an AMD Fury which has been the best GPU i have ever had. Even if I had and Nvidia card I still wouldn't want Gameworks apart from the VR part of it. As it happens if ED does go down the road of DX12, AMD cards will have a significant advantage over Nvidia cards due native Async Compute. I hope the new Nvidia Pascal cards have it, but early reports seems to suggest that they don't.

AMD do have an equivalent of gameworks called GPUOpen which is open source and available to everybody to use including Nvidia.
 
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Liquid VR is not the equivalent of gameworks, gameworks is a set of effects that pretty much slows down the game so much it's not worth using whether you have AMD or Nvidia. I have used both hardware and not had any major problems with either. At the moment I have an AMD Fury which has been the best GPU i have ever had. Even if I had and Nvidia card I still wouldn't want Gameworks apart from the VR part of it. As it happens if ED does go down the road of DX12, AMD cards will have a significant advantage over Nvidia cards due native Async Compute. I hope the new Nvidia Pascal cards have it, but early reports seems to suggest that they don't.

AMD do have an equivalent of gameworks called GPUOpen which is open source and available to everybody to use including Nvidia.

My original post said gameworks VR Sli, which as you state above is part of gameworks. On that front I feel you are just being pedantic.

On the AMD front, I'm happy that you are happy with your hardware, all I see is problems which take an age to get sorted and company that is constantly playing catchup. AMD supercruise bug, and lack of support of AMD GPUs in the Eve V alpha builds spring to mind as recent issues. Working with hardware on a daily basis and the drivers UI is enough to put me off. Only my opinion mind you, you are entitled to yours. Anyway, no need to derail the thread anymore.

Oh now that's clever, very clever.
Wonder how it turns out in practice though that's the key, there's a few technologies similar to this, take the some SSAO's and their "halo" problem, but if they can get this right that would be cool.

If you own a copy of Fsx or VORPX you can test it for yourself. There is a free demo version of flyinside for Fsx that uses it and VORPX uses it as part of the injection process to raise frame rates. Typically it works well on anything dipping to the 50fps range and above
 
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My original post said gameworks VR Sli, which as you state above is part of gameworks. On that front your just being pedantic.

On the AMD front, I'm happy that you are happy with your hardware, all I see is problems which take an age to get sorted and company that is constantly playing catchup. AMD supercruise bug, and lack of support of AMD GPUs in the Eve V alpha builds spring to mind as recent issues. Working with hardware on a daily basis and drivers UI is enough to put me off. Only my opinion mind you, you are entitled to yours. Anyway, no need to derail the thread anymore.

Luckily I never suffered from the supercruise bug as that was Windows 10 only. Driver UI is very nice at the moment, but I don't have much need to go into it. And when it comes to Eve V, that was not an AMD problem but an Eve V problem, which looks like it is now fixed. Yep missed that about the SLI part, sorry about that. Would be good to get them both implemented.
 
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There's only around 5% of PC users out there right now that have the hardware to utilize DX12. Porting existing code just to make 5% happy wouldn't justify the cost in fees for developing the change.
 
There's only around 5% of PC users out there right now that have the hardware to utilize DX12. Porting existing code just to make 5% happy wouldn't justify the cost in fees for developing the change.

It makes a lot of sense to me, there's new cards coming out shortly, the market is rapidly changing, a lot of "old" cards can take advantage of DX12 features and the sooner FD gets a hold on DX12 the better prepared there are for the future. IMO.


Anyone have a source for FD working on DX12? Not that I don't believe it, I just want to read it.
 
It makes a lot of sense to me, there's new cards coming out shortly, the market is rapidly changing, a lot of "old" cards can take advantage of DX12 features and the sooner FD gets a hold on DX12 the better prepared there are for the future. IMO.


Anyone have a source for FD working on DX12? Not that I don't believe it, I just want to read it.

How different is DX12 from DX 11, anyway? I've heard claims that it offers a huge performance increase, which leaves me skeptical about how easy converting code between the two would be. Would FD have to essentially double their work on the rendering code? That's a lot of money to put down on Rich's quoted 5% playerbase. Even more-so when you consider that it's not like DX11 is going to be dropped from support any time soon.

Perhaps I'm just biased; I plan to stick with Windows 7 as long as possible.
 
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